With the 3 icons (plane, train & bus) auto deploy +1, this is OK but remove the tram stops from the two that have them. It makes them strong and being able to attack all districts.With the +3 of the 5 winning condition icons, a neutral needs to be larger (around a 5) to stop them being taken early in small games.Try to move you WC icons from the tram stops. Some are right next to one while others are a couple of territs away. You have no small bonuses. It might be wise to create a couple of small bonuses. Change City North into City North (Holmans, State & Botanical) and City East. This gives you central small bonuses for early fighting. You have no impassables? I can see in the underlying image some parks and a lake. If you can bring these out (in keeping with the tourist map idea), you create some. This would then affect your bonuses.What are the dotted lines? If they are bridges, make them the same as the others.

With the 3 icons (plane, train & bus) auto deploy +1, this is OK but remove the tram stops from the two that have them. It makes them strong and being able to attack all districts.With the +3 of the 5 winning condition icons, a neutral needs to be larger (around a 5) to stop them being taken early in small games.Try to move you WC icons from the tram stops. Some are right next to one while others are a couple of territs away. You have no small bonuses. It might be wise to create a couple of small bonuses. Change City North into City North (Holmans, State & Botanical) and City East. This gives you central small bonuses for early fighting. You have no impassables? I can see in the underlying image some parks and a lake. If you can bring these out (in keeping with the tourist map idea), you create some. This would then affect your bonuses.What are the dotted lines? If they are bridges, make them the same as the others.

Il take a closer look at your suggestions, you got some good points, working on a update.

Update, changes: gameplay, bonus city south and amager upgradet with 1. Impassebles in form as "cones"Winning condiction are "hold 4 of 5 sigths to win, 1 neutra on metro stations, 3 neutral on ferry/plane/train, 4 neutral on sigth icons.

- Conditions: In the legend, I'd change it to "Hold any 4 sights for 1 round to win". You only need 4, not 5, so why tell them that they need either 4 or more?

- Some of the bonuses seem a bit... unbalanced. I'm not the best at telling how much of a bonus places should get to fit well with how many territories they have to protect from attack and how many territories can attack them, but this seems unbalanced. That's about all I can tell you there. May want to have someone give a second opinion on this though.

bryguy wrote:- Conditions: In the legend, I'd change it to "Hold any 4 sights for 1 round to win". You only need 4, not 5, so why tell them that they need either 4 or more?

- Some of the bonuses seem a bit... unbalanced. I'm not the best at telling how much of a bonus places should get to fit well with how many territories they have to protect from attack and how many territories can attack them, but this seems unbalanced. That's about all I can tell you there. May want to have someone give a second opinion on this though.

- *Impassable, not impasseble.

words of use and misspellings is no problem to change.

The bonuses are based on how many areas are connected to each other (how many you need to defend with more than 1 troop) and/+ how many areas keeps a bonus.

bryguy wrote:- Conditions: In the legend, I'd change it to "Hold any 4 sights for 1 round to win". You only need 4, not 5, so why tell them that they need either 4 or more?

- Some of the bonuses seem a bit... unbalanced. I'm not the best at telling how much of a bonus places should get to fit well with how many territories they have to protect from attack and how many territories can attack them, but this seems unbalanced. That's about all I can tell you there. May want to have someone give a second opinion on this though.

- *Impassable, not impasseble.

words of use and misspellings is no problem to change.

The bonuses are based on how many areas are connected to each other (how many you need to defend with more than 1 troop) and/+ how many areas keeps a bonus.

Ah yep that's what I missed, I didn't realize the metros all connected. Does make more sense now.

bryguy wrote:- Conditions: In the legend, I'd change it to "Hold any 4 sights for 1 round to win". You only need 4, not 5, so why tell them that they need either 4 or more?

- Some of the bonuses seem a bit... unbalanced. I'm not the best at telling how much of a bonus places should get to fit well with how many territories they have to protect from attack and how many territories can attack them, but this seems unbalanced. That's about all I can tell you there. May want to have someone give a second opinion on this though.

- *Impassable, not impasseble.

words of use and misspellings is no problem to change.

The bonuses are based on how many areas are connected to each other (how many you need to defend with more than 1 troop) and/+ how many areas keeps a bonus.

Ah yep that's what I missed, I didn't realize the metros all connected. Does make more sense now.

Np. but if there are some good ideas to add some more gameplay within reasonable limits, it is very welcome

4 sights sounds weird. I know how it was derived, but 4 sites makes more sense (to me).

What is the intended gameplay on this map? I like how 2-players start with 11 and there are no small bonuses. But 14 neutrals means that one-third of the map most likely won't be used in 2-player games.

Team games is a similar story, especially on 8-players since it will be so easy for teams to wipe players out (due to small number of starting territories).

That leaves single-player action as the main focus. However, with no small bonuses, single-player will pretty much degrade into a slugfest.

Basically, I am going to give you the same advice I give to every mapmaker: get rid of unnecessary neutrals. I think the objectives should stay neutral, but everything else should drop to 1 neutral, or become starting territories.

EDIT: somehow I missed that the ports etc. give bonuses. That makes the map much more playable in team mode. Single-player will still be a slugfest though. (I define a slugfest as a game which is decided more by dice than anything else).

4 sights sounds weird. I know how it was derived, but 4 sites makes more sense (to me).

What is the intended gameplay on this map? I like how 2-players start with 11 and there are no small bonuses. But 14 neutrals means that one-third of the map most likely won't be used in 2-player games.

Team games is a similar story, especially on 8-players since it will be so easy for teams to wipe players out (due to small number of starting territories).

That leaves single-player action as the main focus. However, with no small bonuses, single-player will pretty much degrade into a slugfest.

Basically, I am going to give you the same advice I give to every mapmaker: get rid of unnecessary neutrals. I think the objectives should stay neutral, but everything else should drop to 1 neutral, or become starting territories.

EDIT: somehow I missed that the ports etc. give bonuses. That makes the map much more playable in team mode. Single-player will still be a slugfest though. (I define a slugfest as a game which is decided more by dice than anything else).

Hi DoomYoshiIm glad to recive your comment and suggestion, thats what the foundry are for

I would be even more than happy if maby you, or ohters made and description on troop placement and distbrution.Im not an eagle to gameplay so im all ears

Dukasaur wrote:Excellent map! I didn't even know this existed until I read the article in the newsletter. I'm glad I finally found it. This is exactly the kind of map I've been hoping to see for a long time. Bravo!

If you want a comment, I think the bonuses might be slightly too large. Their approximate rank looks right, but I would range the bonuses from 3 to 6 instead of 4 to 7.

Thx Dukasaur the bonuses could be toned down a bit.

DoomYoshi wrote:Before I can answer, I need to know what sort of gameplay you are aiming for. Right now, this map is similar to arms race and the two unification maps.

DoomYoshi, I dont want the gameplay to change radical, its a turist map with sights to see and conquer, thats also why its hold any 4 "sights" and not "sites"the "hold any 4" has been worked in at my denmark map after 1000 games in beta, and the map is more exciting to play now, so Il stick with that, the advise Im looking for around gameplay is more where to place the impassebles and how they shal apear (graphic) more gameplay wise, the kind of advise Dukasaur came up with.

I am not saying the gameplay should change radically. I would suggest to make the outside more open and the inside less open. Right now, turn 1 strategy should be to deploy on sports facilities or our savior cemetery. Since only 2 players can hold the 2 most valuable starting positions, it wouldn't be very fun for single player. However, in team games, a problem like that is not as severe.

The easiest way to add blocking in a European city is to add the historical city walls. After a bit of reading, I learned that in the 15th century it seems Osterbro was walled off. However, some further research is obviously necessary.

DoomYoshi wrote:I am not saying the gameplay should change radically. I would suggest to make the outside more open and the inside less open. Right now, turn 1 strategy should be to deploy on sports facilities or our savior cemetery. Since only 2 players can hold the 2 most valuable starting positions, it wouldn't be very fun for single player. However, in team games, a problem like that is not as severe.

The easiest way to add blocking in a European city is to add the historical city walls. After a bit of reading, I learned that in the 15th century it seems Osterbro was walled off. However, some further research is obviously necessary.

Hi DoomYoshi, could I get you to explain furter this "I would suggest to make the outside more open and the inside less open. Right now, turn 1 strategy should be to deploy on sports facilities or our savior cemetery. Since only 2 players can hold the 2 most valuable starting positions"

It sounds interesting but Im not sure what you meen.

About "Osterbro" the name translatet to english says: Easten brigde, all 4 conors are represented around inner city, copenhagen had no inner wall, it was surronded by water (lakes) most still excist, so a ancient wall would be wierd I kind of thought about making head streets for impasables. the cones looks stupid.